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How to add voxels to your mod
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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Sat Feb 21, 2004 8:57 pm    Post subject:  How to add voxels to your mod Reply with quote  Mark this post and the followings unread

This tutorial will teach you what you need to make your own voxels, where to put them so that the game can access them, and how to apply them to your units. It assumes you have the skills to make a voxel. If you don't, take a look at several tuturials at other sites

For creating voxels, the newest version of Voxel Section Editor 3 is recommended. It can be found here:
https://www.ppmsite.com/vxlseinfo/

The name of your voxel will from now on be referred to as xxx.

If you have created your voxel, make sure to make a .hva for it. A .hva is a file that tells the game how the voxel should be animated ingame.
If you need to create a HVA, run HVA editor and create a new one. A unit that not only has a body but also a turret of even a turret + barrel, will need xxxTUR.VXL and xxxBARL.VXL files as well. and of course, the correspondig .hva files. 95% of the time, you can simply copy the hva files from a unit like 4tnk, to be found in TIBSUN.MIX -> LOCAL.MIX.

2)put these two files (could be 4 or 6, depending on if you have xxxTUR.VXL and xxxBARL.VXL and their corresponding HVA files) either in the game directory, or put them in an expandyy.mix file. yy can be any number from 02 to 99, don't use 01, it's used for people that have Firestorm expansion installed. To make a new mix file, run XCC Mix Editor and create a new one, then click on insert and insert all the voxel and hva files you want to be read by the game. You can also drag them from your Explorer window to the Mix Editor window. Then Compact and Save the mix file, and just close the window.

3)Open art.ini and copy an existing unit entry that resembles your new unit. for example: for a unit with only one body, copy [MCV]. For a unit with one turret, copy [HVR]. For a unit with a turret and barrels, copy [4tnk]. This isn't really needed, making an entry with just voxel=yes will do, but these are easier and it saves time. Be sure to change their identifier to [xxx]. (xxx was the name of your voxel file without the .vxl extension)

If you also have a cameo (=sidebar image) file, refer to it in the art.ini entry (cameo=....). The cameo file, like all .shp files, should be in an ecacheyy.mix file. (again, yy is number from 02 to 99). You should know how to make a mix file by now...

4)now give the new unit that you created in rules.ini, the image=xxx tag. xxx is the section of art.ini the game will refer to when loading the unit graphics. You can forget about the image= tag if the unit's Identifier [xxx] is already the same as the art.ini entry.

Right now the game should use your new voxel when you build this unit. If the game crashes during the loading screen, you've probably forgotten about a .hva file. make sure the hva's have the exact same name as the voxel files, aside from their extension, ofcourse.


Key Words: #Tutorials #Modding #TiberianSun #Firestorm #Rules.INI #Art.INI #VoxelSectionEditorIII 

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the_kid
Cyborg Informer


Joined: 14 Sep 2002
Location: Las Vegas, Nevada, United States of America

PostPosted: Sat Feb 21, 2004 11:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

erm... there is some stuff missing from this tutorial... like the rules.ini insertion you speak of in step 4... also it doesn't explain much of anything, just tells you to copy paste stuff (well, I like how you explained about why not to use expand01)

I think this tutorial cuts short (sorry to say), although it can be fixed to be much better and a bit more fullfilling, but until then I've writen a tutorial on how to do this here although mine does not go into any details about using expand02.mix and ecache02.mix or adding cameos like this one does...

I hope the_dvd reads this soon so he can make some fixes to the tutorial Smile

Edit: lol, I screwed up the link... either way, I didn't check has the tutorial been improved?

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Formerly active PPM modder (maps, voxels, sprites) and Webmaster of C&C Central in the early 2000's on the Origin/Revora network.

Last edited by the_kid on Fri Feb 27, 2004 5:14 am; edited 1 time in total

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sun Feb 22, 2004 1:11 am    Post subject: Reply with quote  Mark this post and the followings unread

the_kid wrote:
I think this tutorial cuts short (sorry to say), although it can be fixed to be much better and a bit more fullfilling, but until then I've writen a tutorial on how to do this [url=]here[/url] although mine does not go into any details about using expand02.mix and ecache02.mix or adding cameos like this one does...



i hope you read this asap also to fix your link Wink

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sun Jun 01, 2008 5:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Update: I've updated the version of the voxel editor there. The tutorial was so old that VXLSE III didn't existed when it was written.

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pagman95
Civilian


Joined: 21 Nov 2008
Location: alphen a/d rijn/Netherlands

PostPosted: Fri Nov 21, 2008 6:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

so if i download an voxel from here i just have to drag all the files in the .rar to the game directory? for private use?

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Fri Nov 21, 2008 8:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

if you name them something that's already in the game then yes. As long as it's for private use.

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Yes, work on MV continues. It is not forgotten.

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pagman95
Civilian


Joined: 21 Nov 2008
Location: alphen a/d rijn/Netherlands

PostPosted: Sat Nov 22, 2008 7:53 am    Post subject: Reply with quote  Mark this post and the followings unread

ok but how can i open the rules.ini i have that XXC Mix editor and the other programs of it?

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sat Nov 22, 2008 11:26 am    Post subject: Reply with quote  Mark this post and the followings unread

you extract rules.ini from
LOCAL.MIX
(Inside the game's main mix file, RA2.mix for RA2, don't know for TS)
then use Notepad to edit it.

_________________
Yes, work on MV continues. It is not forgotten.

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